using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStat : StatCharacter
{
    private Player player;
    private Inventory inventory;

  
    protected override void Start()
    {
        base.Start();
        player = PlayerManager.Instance.player;
        inventory = Inventory.Instance;
        currentHp = GetMaxHpValue();
    }
    public override void DoDamage(StatCharacter statCharacter)
    {
        base.DoDamage(statCharacter);
    }
    public override void TakeDamage(int damage)
    {
        base.TakeDamage(damage);
    }
    protected override void Die()
    {
        base.Die();
        player.Die();
    }
    public override void DecreaseHealthBy(int damage)
    {
        base.DecreaseHealthBy(damage);
        inventory.CanUseEquipment(EquipmentitemType.Armor,ref inventory.armorlastUseTime, transform); 
    }
    public override void OnEvasion()
    {
        base.OnEvasion();
        player.skill.dodgeSkill.CreatClone();
    }
}
